very nice +rep when I wake up.
very nice +rep when I wake up.
Last edited by Vision1000; 10-22-2009 at 04:50 PM.
Are you using Arcemu?: Yes I do use arcemu
Did you try using the premade NPC included at the bottom of the original post? Nope, they weren't there when I checked Thanks will try them
Are you getting any errors on startup? No
Did you add the script to ExtraScripts without modifying the project file, Setup.h or Setup.cpp? No I modified Setup files.
What about the project file?
this is the sex![]()
Knowledge is often mistaken for intelligence. This is like mistaking a cup of milk for a cow.
Ok so.. I know VERY little about C++ im used to lua..
But i edited the Makefiles and Project files and such as i was shown before and this is what comes out on compile
------ Build started: Project: ExtraScripts, Configuration: Release Win32 ------
Compiling...
cl : Command line warning D9035 : option 'Wp64' has been deprecated and will be removed in a future release
Setup.cpp
Compiling...
cl : Command line warning D9035 : option 'Wp64' has been deprecated and will be removed in a future release
Unstuck.cpp
PvPToken.cpp
Portals.cpp
L80etc.cpp
Insta80.cpp
Linking...
Setup.obj : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
Creating library ..\..\..\bin\release\script_bin/ExtraScripts.lib and object ..\..\..\bin\release\script_bin/ExtraScripts.exp
Setup.obj : error LNK2001: unresolved external symbol "void __cdecl SetupEnchant(class ScriptMgr *)" (?SetupEnchant@@YAXPAVScriptMgr@@@Z)
../../../bin/release/script_bin/ExtraScripts.dll : fatal error LNK1120: 1 unresolved externals
Build log was saved at "file://c:\Documents and Settings\Administrator\Desktop\Arcemu2850\trunk\src\scripts\projects\2008_int_re lease_extrascripts\BuildLog.htm"
ExtraScripts - 2 error(s), 2 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Someone please tell me what i messed up...
*EDIT*
Ok so i got the script to compile without any issues now except for having to change the Npctext values to Higher numbers as those ones were already used ( changed this in C++ file for NPC as well)
Problem is when i click on the NPC nothing happens.. Gossipflags are set and NPC id is correct in script and in game. DLL loads in arc emu Window. Not sure what to do now....
*EDIT 2*
Well i thought perhaps it was my edits i had made to script that was throwing it off.. So i recompiled using your SQL for the NPC and your Cpp files.. and... Nope.. Still wont talk to me in game...
Guess im gonna have to wait for you to reply:P
Last edited by kreegoth; 10-25-2009 at 12:53 AM.
nice work +rep
Haha xD just so funny to mess around with xP
Helmet with Mongoose xD
+Rep
It's been a while
Hi first of all thx you for this great job! and +rep when I can but I have a little problem at compiling this:
I have edited the setup.cpp setup.h and the make file in the GossipScripts folder...Code:1>------ Build started: Project: ArcScriptGossipScripts, Configuration: Release x64 ------ 1>Compiling... 1>Setup.cpp 1>Compiling... 1>Gossip_Wotlk.cpp 1>Gossip_Trainer.cpp 1>Gossip_Tanaris.cpp 1>Gossip_Stormwind.cpp 1>Gossip_Shattrath.cpp 1>Gossip_Mulgore.cpp 1>Gossip_Moonglade.cpp 1>Gossip_Innkeepers.cpp 1>Gossip_Guard.cpp 1>Gossip_Battlemaster.cpp 1>Linking... 1>Setup.obj : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance 1> Creating library ..\..\..\bin\release_x64\script_bin/GossipScripts.lib and object ..\..\..\bin\release_x64\script_bin/GossipScripts.exp 1>Setup.obj : error LNK2001: unresolved external symbol "void __cdecl SetupEnchantNPC(class ScriptMgr *)" (?SetupEnchantNPC@@YAXPEAVScriptMgr@@@Z) 1>../../../bin/release_x64/script_bin/GossipScripts.dll : fatal error LNK1120: 1 unresolved externals 1>Build log was saved at "file://d:\WOW EMULATUORS SERVER DEVELOPER SECTION\EMULATOR SVN etc\ARCEMU SVN (TRUNK)\src\scripts\projects\2008_int_release_gossipscripts_x64\BuildLog.htm" 1>ArcScriptGossipScripts - 2 error(s), 0 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
tell me please if I missed something?
well excuse me because this is my first custom edit in the core so I have no experience how to add and what is the correct.
Thanks for any help!
trinitycore2 sauce pls![]()
Great work and thanks for inspiring me to do this in Lua. Ill give you credits for the inspiration but thanks and +Rep
how could it work on trinity core ?
Link is broken![]()